RimWorld

RimWorld

Raiders Never Die (Continued)
135 Comments
pgames-food Mar 24 @ 7:41pm 
"Sindobaddo 12 hours ago : @pgames-food may I see your base please?"

ah hi, sure, here you go: (part 1 and part 2) its a bit older but still looks like this today. (i have about 5 maps with much better bases fixed up from real ruins maps i managed to take over, after about 2 lots of 50+ raiders drop podded onto my head but i havent got any screens of those yet. (a mini video showing the bases and maps is still on my todo list) :lunar2019piginablanket:

https://steamcommunity.com/sharedfiles/filedetails/?id=3451585832
+
https://steamcommunity.com/sharedfiles/filedetails/?id=3451586032
MonsterCock69 Mar 24 @ 6:46am 
@pgames-food may I see your base please?
pgames-food Dec 1, 2024 @ 6:25am 
@hewerine, 0.18? (that beats me) :) im still on v1.2 with my savegame and 500+ mods :)
caroline Dec 1, 2024 @ 3:58am 
its fine, i wasnt really expecting an actuall 0.18 fork
Mlie  [author] Dec 1, 2024 @ 2:44am 
@hewerine I have no means of doing that, sorry
caroline Nov 30, 2024 @ 9:14pm 
this might be a dumb suggestion but could you possibly make a 0.18 version?
parrot Oct 30, 2024 @ 5:08am 
@Wolf653 im completely fine with my colonists dying, its going to make the game more harder so i have to plan some raids instead of just putting my colonists behind a barricade and just watch.
ItsKairoKay Oct 29, 2024 @ 8:46pm 
@parrot aight i've been thinking for this for awhile now but what you described with the grenade launcher isn't that just the result of colonist instant kill multiplier? if it damaged a required body part ofc. i assume the intent is you want the death on downed chance to apply to colonists which realistically speaking would just make medical useless with a population of around 15 per say because of population intent.
parrot Oct 29, 2024 @ 5:19pm 
just for armour to work instead of having a colonist surviving a grenade launcher while wearing a poor human leather duster
parrot Oct 29, 2024 @ 4:19pm 
is there going to be a opposite of this mod where colonists have the same death risk of a raider?
Ki Shuya Sep 7, 2024 @ 11:29pm 
@Mlie Good Point, I'm not so sure about the Animals and Mechanoids. Just noticed it earlier today while I was going through my Mods Settings and starting a Test Save for performance checks.
Mlie  [author] Sep 7, 2024 @ 11:10pm 
@Ki Shuya I guess, if there are settings for animals and mechanoids as well, this mod may not be needed
Ki Shuya Sep 7, 2024 @ 10:53pm 
This is a Setting in the base game now in Custom Settings? Raiders Death of Down % same for Owned Pawns if I'm not mistaken.
PhearedPhantom Aug 3, 2024 @ 7:19pm 
Raiders may never die but your frames will
Mlie  [author] Jun 12, 2024 @ 1:03pm 
@The Pope Dlcs yes, multiplayer no idea
The Pope Jun 12, 2024 @ 8:25am 
Does this mod work in multiplayer and with dlcs?
Goose May 6, 2024 @ 11:58am 
yeah i actually just learned about that one myself lmao brilliant
Mlie  [author] May 6, 2024 @ 10:44am 
@Goose You can always change the values in the storyteller settings. This mod is a bit redundant since they added the possibility to change it in the storyteller tbh
Goose May 6, 2024 @ 9:11am 
@Mlie I have NO idea what im looking at tbh. I'll probably just go ahead and get rid of the mod and just deal with raiders dying all the damn time tbh. Thank you for your help.
Mlie  [author] May 6, 2024 @ 8:30am 
@Goose The calculations are a bit complex, I think the simplest is if you have a look at the source

https://github.com/emipa606/RaidersNeverDie/blob/main/Source/RaidersNeverDie/HarmonyPatches.cs
Starts at line 47.
Goose May 6, 2024 @ 7:51am 
It's okay, its just that the mod options were a bit confusing. A simpleton like myself would look at them and go "so the chance of a raider dying is 0%, unless i change it" Even now the animal death chance is still confusing. Its set to 100% (i believe that was default) which very much makes it seem like animals have a 100% chance of dying, but thats not the case.


So 0% would be the same chance of dying as colonists, does that mean 100% would be double the chance of dying? And is that the same for humans mechs and animals?
Mlie  [author] May 6, 2024 @ 6:20am 
@Goose Added an additional explanation above the original description, hopefully this will clear things up.
Mlie  [author] May 6, 2024 @ 6:15am 
@Goose Just tedious to explain things multiple times, nothing personal
Goose May 6, 2024 @ 5:40am 
@Mlie, you dont need to be a prick. The mod options clearly says "raider death chance". It doesnt matter what the mod description says if the mod options can be taken differently.
Mlie  [author] May 6, 2024 @ 4:41am 
@Goose Not sure how more clear the description could be. 0% means that the additional death-chance that raiders has is removed and they are treated the same as colonists.
Goose May 6, 2024 @ 3:13am 
the description says "Raiders by default die more easily than colonists, even when using fists or melee weapons. This mod removes the additional death risk for raiders. Use the mod settings to change it to something in between."

But the mod settings is default on 0% raider death chance? what do i need to change it to to have it be the same as my colonists?
Pie row jekter Mar 17, 2024 @ 9:41am 
o thanks imma download
Mlie  [author] Mar 14, 2024 @ 2:19pm 
@Pie row jekter I mean, the description explains the mod in detail
Pie row jekter Mar 14, 2024 @ 2:16pm 
so does this mod completely remove the chance that raider will die no matter what you do or does make it give then the same chance of your colonists dying
Mlie  [author] Feb 24, 2024 @ 12:54am 
@blockermocker Nope
wild bard Feb 23, 2024 @ 11:55pm 
infinite organ glitch!?
Nirahiel Feb 14, 2024 @ 11:15am 
Haha, yeah, no, I don't think that will be necessary. But yeah, I originally though this would let me down all raiders without killing them. Unless "finish off", but yeah.
Mlie  [author] Feb 14, 2024 @ 10:24am 
@Nirahiel Just be sure to tell the original author that they named their mod wrong
Nirahiel Feb 14, 2024 @ 10:22am 
Well then it's not "raiders NEVER die" :P
Mlie  [author] Feb 14, 2024 @ 6:01am 
@Nirahiel Well, raiders can still die. This mod just removes the increased chance compared to colonists.
Nirahiel Feb 14, 2024 @ 5:57am 
I still get some raiders to die. Though I also have "faction raid cooldown", "no one left behind" and "enemy self preservation", could one of these be the culprit ?
Eclipse Aug 31, 2023 @ 11:51am 
Is not there a storyteller option to disable extra chance?
Oatmeal Jun 30, 2023 @ 2:55pm 
Thanks!
Mlie  [author] Jun 30, 2023 @ 2:07pm 
The issues with raiders always dying should be fixed now. Setting it to 0% got an inverted result in game causing 100% death-rate instead
Oatmeal Jun 30, 2023 @ 10:55am 
I'm currently getting an issue where 100% of my raiders are dieing, anyone got a fix? mod options don't appear in game too btw
Magaion Jun 17, 2023 @ 1:34am 
i just tested with @KingRapid mentioned and he is right i set mine to 500% death chance and not a single raider died.
KingRapid Jun 16, 2023 @ 8:55pm 
I, too, almost 100% of the raidars were dead. Instead, I raised the radar's probability of dying to more than 100% in the mode setting, so many radars survived. I've only tested a few raids yet, but I think this is the solution.
Eldar Farseer Jun 11, 2023 @ 2:35am 
i have the same experience atm.
[MwG] fyzzo May 25, 2023 @ 9:20am 
I noticed the same. I only have the royalty Addon.

This mod should be called "Raiders always die" :D

Isn't there also now a custom difficulty thing?
XSainth May 25, 2023 @ 8:29am 
Yep.
All raiders die almost all the time. 10 raids, total of around 60 people, only one guy lived. Not for long, but he downed at least.
Sindusk May 24, 2023 @ 5:38pm 
This mod is entirely broken right now. It also breaks the same implementation that is done by Combat Extended, which functions properly in isolation. I noticed that every raider died when I added this mod, which was jarring. So I tested a scenario. I spawned 10 pirate pawns, then set them to my faction and drafted them. I then spawned 10 tribal archers about 10 tiles away and made my faction enemy to them. I did this three times with 3 mod configurations, with the only other mod being Harmony loaded before Core: Vanilla, Raider's Never Die, and Combat Extended. Here are the results:

Vanilla: https://i.imgur.com/C5ahoGz.jpeg (2 downed, 6 dead, 2 escaping)
Raider's Never Die: https://i.imgur.com/lgEgKl5.jpeg (0 downed, 7 dead, 3 escaping) [Bad picture, there are 3 additional dead above]
Combat Extended: https://i.imgur.com/kFM0Kg3.jpeg (6 downed, 0 dead, 4 escaping)
Mlie  [author] May 12, 2023 @ 11:18am 
Should work better for deathless pawns now
76561198023963578 Mar 28, 2023 @ 6:17pm 
I used dubs performance analyzer. It gave me massive tick spikes in large battles pointing to this mod.
Mlie  [author] Mar 27, 2023 @ 3:34am 
@LesbianFistingSex Could you verify that? Its not much to go on
76561198023963578 Mar 27, 2023 @ 12:07am 
This mod may bug out and give extremely low performance. If your game is lagging... might be this mod.